Europe Virtual Reality (VR) Market by Component, Technology, Device, Platform, Industry Vertical, End User, and Country 2020-2026: Trend Forecast and Growth Opportunity
Europe virtual reality market reached $2,383.5 million in 2019 and will grow by 39.3% over 2020-2026 owing to the rising need for advanced VR technology across various industries in the region. Highlighted with 38 tables and 50 figures, this 115-page report “Europe Virtual Reality (VR) Market by Component, Technology, Device, Platform, Industry Vertical, End User, and Country 2020-2026: Trend Forecast and Growth Opportunity” is based on a comprehensive research of the entire Europe virtual reality market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. In this report 2019 is the base year for market analysis, with historical studies covering 2015-2019 and forecast covering 2020-2026. (Please Note: The report will be updated before delivery to make sure that the latest historical year is the base year and the forecast covers at least 5 years over the base year.) In-depth qualitative analyses include identification and investigation of the following aspects: • Market Structure • Growth Drivers • Restraints and Challenges • Emerging Product Trends & Market Opportunities • Porter’s Fiver Forces The trend and outlook of Europe market is forecast in optimistic, balanced, and conservative view. The balanced (most likely) projection is used to quantify Europe virtual reality market in every aspect of the classification from perspectives of Component, Technology, Device, Platform, Industry Vertical, End User, and Country. Based on Component, the Europe market is segmented into the following sub-markets with annual revenue ($ mn) for 2015-2026 included in each section. Hardware • Sensors • Semiconductor Component • Displays and Projectors • Position Trackers • Cameras • Others Software • Software Developer Kits • Cloud Services Based on Technology, the Europe market is segmented into the following sub-markets with annual revenue ($ mn) for 2015-2026 included in each section. • Nonimmersive Technology • Semi-Immersive Technology • Fully Immersive Technology Based on Device, the Europe market is segmented into the following sub-markets with annual revenue ($ mn) for 2015-2026 included in each section. • Head-Mounted Display (HMD) • Gesture-Tracking Device • Projector & Display Wall Based on Platform, the Europe market is segmented into the following sub-markets with annual revenue ($ mn) for 2015-2026 included in each section. • Mobile VR • Console VR • PC VR Based on Industry Vertical, the Europe market is segmented into the following sub-markets with annual revenue ($ mn) for 2015-2026 included in each section. • Gaming • Entertainment & Media • Aerospace & Defense • Healthcare • Education • Automotive • Retail & Marketing • Other Verticals Based on End User, the Europe market is segmented into the following sub-markets with annual revenue ($ mn) for 2015-2026 included in each section. Consumer Enterprise • Large Enterprises • Small- & Medium-sized Enterprises Geographically, the following national/local markets are fully investigated: • Germany • UK • France • Spain • Italy • Russia • Rest of Europe (further segmented into Belgium, Denmark, Austria, Norway, Sweden, The Netherlands, Poland, Czech Republic, Slovakia, Hungary, and Romania) For each of the aforementioned countries, market analysis and revenue data are available for 2015-2026. The breakdown of major national markets by Technology, Device, and Industry Vertical over the years 2015-2026 are also included. The report also covers current competitive scenario and the predicted trend; and profiles key vendors including market leaders and important emerging players. Specifically, potential risks associated with investing in Europe virtual reality market are assayed quantitatively and qualitatively through GMD’s Risk Assessment System. According to the risk analysis and evaluation, Critical Success Factors (CSFs) are generated as a guidance to help investors & stockholders identify emerging opportunities, manage and minimize the risks, develop appropriate business models, and make wise strategies and decisions. Key Players (this may not be a complete list and extra companies can be added upon request): Apple Inc. Atheer, Inc. Cyberglove Systems Inc. EON Reality, Inc. Facebook Inc. Google Inc. Hewlett-Packard Development Company. L.P Leap Motion, Inc. Meta Inc. Microsoft Corporation Nintendo Co., Ltd Oculus VR, LLC Qualcomm Technologies, Inc. Samsung Electronics Co. Ltd Sixense Entertainment, Inc Sony Corporation Total Immersion, Inc. Virtuix Zappar Ltd (Please Note: The report will be updated before delivery to make sure that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)
.
Table of Contents 1 Introduction 7 1.1 Industry Definition and Research Scope 7 1.1.1 Industry Definition 7 1.1.2 Research Scope 8 1.2 Research Methodology 10 1.2.1 Overview of Market Research Methodology 10 1.2.2 Market Assumption 11 1.2.3 Secondary Data 11 1.2.4 Primary Data 11 1.2.5 Data Filtration and Model Design 12 1.2.6 Market Size/Share Estimation 13 1.2.7 Research Limitations 14 1.3 Executive Summary 15 2 Market Overview and Dynamics 18 2.1 Market Size and Forecast 18 2.2 Major Growth Drivers 19 2.3 Market Restraints and Challenges 22 2.4 Emerging Opportunities and Market Trends 25 2.5 Porter’s Fiver Forces Analysis 28 3 Segmentation of Europe Market by Component 32 3.1 Market Overview by Component 32 3.2 Hardware 34 3.3 Software 36 4 Segmentation of Europe Market by Technology 38 4.1 Market Overview by Technology 38 4.2 Nonimmersive Technology 40 4.3 Semi-Immersive Technology 41 4.4 Fully Immersive Technology 42 5 Segmentation of Europe Market by Device 43 5.1 Market Overview by Device 43 5.2 Head-Mounted Display (HMD) 45 5.3 Gesture-Tracking Device 46 5.4 Projector & Display Wall 47 6 Segmentation of Europe Market by Platform 48 6.1 Market Overview by Platform 48 6.2 Mobile VR 50 6.3 Console VR 51 6.4 PC VR 52 7 Segmentation of Europe Market by Industry Vertical 53 7.1 Market Overview by Industry Vertical 53 7.2 Gaming 56 7.3 Entertainment & Media 57 7.4 Aerospace & Defense 58 7.5 Healthcare 59 7.6 Education 60 7.7 Automotive 61 7.8 Retail & Marketing 62 7.9 Other Verticals 63 8 Segmentation of Europe Market by End User 64 8.1 Market Overview by End User 64 8.2 Consumer 66 8.3 Enterprise 67 9 European Market 2019-2026 by Country 68 9.1 Overview of European Market 68 9.2 UK 71 9.3 France 73 9.4 Germany 75 9.5 Spain 77 9.6 Italy 79 9.7 Russia 81 9.8 Rest of European Market 83 10 Competitive Landscape 85 10.1 Overview of Key Vendors 85 10.2 New Product Launch, Partnership, Investment, and M&A 88 10.3 Company Profiles 89 Apple Inc. 89 Atheer, Inc. 91 Cyberglove Systems Inc. 92 EON Reality, Inc. 93 Facebook Inc. 94 Google Inc. 95 Hewlett-Packard Development Company. L.P 96 Leap Motion, Inc. 97 Meta Inc. 98 Microsoft Corporation 99 Nintendo Co., Ltd 100 Oculus VR, LLC 101 Qualcomm Technologies, Inc. 102 Samsung Electronics Co. Ltd 103 Sixense Entertainment, Inc 104 Sony Corporation 105 Total Immersion, Inc. 106 Virtuix 107 Zappar Ltd 108 11 Investing in Europe Market: Risk Assessment and Management 109 11.1 Risk Evaluation of Europe Market 109 11.2 Critical Success Factors (CSFs) 112 Related Reports and Products 115